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Official FAQ (Drums of War)

Last post 11-19-2008, 7:44 PM by LordMagnus. 160 replies.
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  •  12-05-2006, 6:10 PM 417428

    Official FAQ (Drums of War)

    Hi All,

    The official FAQ documents for:

    * Year One (Heroes of Azeroth, Through the Dark Portal, and Fires of Outland)

    * March of the Legion

    * Servants of the Betrayer

    * The Hunt for Illidan

    * Drums of War

    can be found at http://entertainment.upperdeck.com/COMMUNITY/files/32/wow-faqs/default.aspx

    Please reply to this thread with any suggestions for improvements to these FAQs. Please don't reply to this thread with rules questions not related to these FAQs.

    Thanks!
    PR

    ------- Drums of War transcript:

    This set is legal for sanctioned Constructed play from November 14, 2008.

    1. Locations

    ·         Locations are a new card type. Like quests, they can’t be played; they can only be placed as resources. Unlike quests, a location stays face up in your resource row even after you use its power(s).

    ·         Any time you control more than one location, choose one to remain face up and turn the rest face down.

    1.1 Capacity

    ·         Some locations have a capacity value and tower icon in their lower right corner. Such a location will also have a power that “adds” one or more [description] counters. This means you put that many counters on that location. A location can’t have [description] counters in excess of its capacity.

    ·         Any time you control a face-down resource with counters, remove those counters.

    2. New character keywords

    ·         Berserking is a keyword power that characters can have. It means:

    This character has +1 ATK for each damage on it.

    ·         Conspicuous is a keyword power that characters can have. It means:

    Opposing heroes and allies can protect against this character.

    ·         Diplomacy is a keyword power that characters can have, followed by a [description]. It means:

    You pay (1) less to play [description] allies, to a minimum of (1).

    ·         Shadowmeld is a keyword power that characters can have. It means:

    This character is elusive and untargetable while ready.

    ·         War stomp is a keyword power that characters can have. It means:

    When this character attacks or defends, you may exhaust target opposing hero or ally.

    3. Finishing move

    ·         Finishing move is now a keyword power that abilities can have, optionally followed by a [description]. If no [description] is specified, the default is “Combo.” It means:

    As an additional cost to play, remove X [description] cards in your graveyard from the game, where X is 5 or less.

    4. On your turn:

    Some payment powers are preceded by a colon. The text to the left of that colon restricts when that power can be used. For example, a power preceded by “On your turn:” has the same restriction as one followed by “Use only on your turn.” Powers with either wording function identically.

    5. Specific cards

    Aquatic Form, 1, Druid, Instant Ability—Feral, Form (1)
    Ongoing: You may complete quest cards from your graveyard. As you do, remove them from the game as an additional cost.

    All costs (other than turning the quest face down) must still be paid, and any other restrictions on completing it must still be observed. A cost of “destroy this quest” can’t be paid from a non-play zone. Corki’s Ransom has received errata to clarify that its cost can be paid only from play.

    Arcanite Dragonling, 1, Item, Trinket (2)
    (1) >>> Arcanite Dragonling is also an ally with 2 [Melee] ATK / 2 health and protector this turn.

    This modifier never overwrites any earlier  modifiers that add to or subtract from Arcanite Dragonling’s ATK or health. As this turn ends, any damage is removed from Arcanite Dragonling, and any of its “attach to ally” attachments are destroyed.

    Arena Master, Arena Quest
    Pay (4) to complete this quest.
    Reward: Each player chooses an ally in his party. If you chose the ally with the highest ATK, draw two cards.

    You draw cards only if your ally has the outright highest ATK. (Nothing happens in the event of a tie.)

    Battle Tactics, 7, Warrior, Ability—Protection
    Ongoing: Opposing heroes and allies must attack each turn if able. <p> When an opponent proposes a combat, you may change the proposed defender. (It must be a legal choice for the attacker.)

    If you choose to change a proposed defender, that proposal effect is updated before it resolves. If the proposed attacker is a saboteur, you can’t change a proposed sabotage into a non-sabotage, or vice versa.

    Continuum Blade, 5, Weapon—Sword, Melee (1), 1 ATK, 2 Strike
    At the start of each player's turn, if he didn't take the last turn, he takes an extra turn after this one.

    Let’s consider a sequence of turns in the middle of a game between players A and B. If player A plays Continuum Blade during the first turn, the sequence will be ABBAABB, and so on until the Blade leaves play. However, if player B destroys the Blade during the second turn of this sequence (after it triggers for the first time), the sequence becomes ABBABAB, and so on. In other words, when the Blade triggers and grants an extra turn, that turn is still taken even if the Blade leaves play before it starts.

    Crusader Strike, 5, Paladin, Instant Ability—Retribution Talent
    Retribution Hero Required <p> Your hero deals melee damage to target hero or ally equal to 3 plus the ATK of one of your Melee weapons. <p> You may put an ongoing Judgement or Seal card from your graveyard into play.

    Judgement of Light and Judgement of Wisdom have received errata. Both now have the Judgement tag.

    Enemies, Old and New, Horde, Quest
    Pay (3) to complete this quest. <p> Reward: Draw a card. You may remove a counter from target card in play.

    You can’t remove damage (even if damage is being represented by counters).

    Enslaved Abyssal, 4, Warlock, Ally—Abyssal Demon, Pet (1), 5 [Fire] ATK / 7 Health
    Fire Resistance <p> At the end of your turn, if you didn't play a Demon or Demonology card this turn, choose an opponent. He gains control of Enslaved Abyssal, and it loses this power.

    Enslaved Abyssal doesn’t lose fire resistance. It doesn’t regain the lost power while it remains in play, so it doesn’t change control again (unless something else causes it to change control).

    Feral Charge, 2, Druid, Instant Ability—Feral Talent
    Feral Hero Required <p> Play only if your hero is in bear form. <p> Interrupt target card.

    Cards that have been placed on the chain can’t be targeted for interruption.

    The Final Message to the Wildhammer, Horde, Quest
    On your turn, pay (2) to complete this quest.
    Reward: Draw a card. Put a Message item token into play with "If your hero would be dealt damage, it's dealt that much +1 instead." At the start of your next turn, remove that item from the game.

    This is the first card that puts a non-ally token into play.

    Gladiator's Regalia, 8, Mage, Arena Armor Set—Cloth, Chest (1), Hands (1), Head (1), Legs (1), Shoulder (1), 5 DEF
    Opposing allies lose and can't have powers. <p> [Activate] >>> Your hero deals 2 fire damage to target hero or ally.

    Each armor set is one card with five uniqueness tags: Chest (1), Hands (1), Head (1), Legs (1), and Shoulder (1). Controlling any other armor with one of these tags causes a uniqueness violation as normal.

    Greater Chain Lightning, 7, Shaman, Ability—Elemental
    Target up to five heroes and/or allies. Your hero deals 5, 4, 3, 2, and 1 nature damage to them, respectively.

    Damage amounts are assigned to targets as you play Greater Chain Lightning.

    Grounding Totem, 1, Shaman, Ability—Enhancement, Air Totem (1), 4 Health
    Ongoing: Opposing cards and effects must target Grounding Totem if able.

    Grounding Totem is a “magnet.” While a magnet is in play, any opponent who adds a link with one or more targets must choose that magnet as one of those targets if it can be legally chosen. If two or more magnets are in play, that player must choose so as to include the maximum possible number of magnets.

    Ice Barbed Spear, 5, Two-Handed Weapon—Polearm, Melee (1), 3 ATK, 2 Strike
    Each opponent can't draw cards unless he pays (1) for each card.

    Cards are drawn one at a time, so if an opponent would draw two cards, for example, he may pay (1) to draw one of them, look at it, and then decide whether to pay another (1) to draw the second.

    In Defense of Halaa, Alliance, Quest
    Pay (3) to complete this quest.
    Reward: Draw a card. You may choose a counter on target card in play and add another of those counters to it.

    You can’t add damage (even if damage is being represented by counters).


     

    Lohn'goron, Bow of the Torn-heart, 6, Weapon—Bow, Ranged (1), 3 ATK, 3 Strike
    When you strike with Lohn'goron, your hero has long-range this combat.
    Exhaust an ally in your party >>> It deals 1 ranged damage to target hero.

    Allies can be exhausted to use this power regardless of how long they’ve been in your party.

    Lolly the Unsuspecting, 4, Alliance, Ally—Gnome Mage, 2 [Arcane] ATK / 3 Health
    All targets are chosen at random.

    For each target description a link has, first identify the set of legal targets (for example, by excluding untargetable cards), and then randomly choose from that set. If that set contains one or more magnets (cards that must be targeted if able), randomly choose from among only those magnets unless all of those magnets have already been chosen for that link.

    Maleo the Blur, Horde, Hero—Tauren Druid (Feral), Alchemy/Jewelcrafting, 28 Health
    (2), Flip Maleo >>> This turn, Maleo is in cat form and has Form (1) until you strike with a weapon or play a non-Feral ability.

    If you control another Form while your hero has Form (1), you must immediately destroy that Form (or your hero) to repair the uniqueness violation. Maleo loses both cat form and Form (1) if you strike with a weapon or play a non-Feral ability.

    Masquerade Gown, 6, Armor—Cloth, Chest (1), 0 DEF
    [Activate] >>> Target ally in your party becomes a copy of a second target ally in your party this turn.

    If either target is illegal on resolution, nothing happens. As a card becomes a copy of a second card, the first card loses all of its printed information, and then its printed information becomes identical to that of the second card. The first card is still the same card. Any links targeting it continue to do so. Modifiers to that card still apply within their durations, but they modify its new printed information. If a non-token card becomes a copy of a token, that card doesn’t become a token, and vice versa.

    Medallion of the Alliance, 2, Alliance, Item, Trinket (2), 1 DEF
    (1), Put Medallion of the Alliance on the bottom of your deck >>> Interrupt target ability card that's targeting your hero if it was played by a [Horde] player. <p> (This item can prevent damage like an armor.)

    Medallion of the Horde, 2, Horde, Item, Trinket (2), 1 DEF
    (1), Put Medallion of the Horde on the bottom of your deck >>> Interrupt target ability card that's targeting your hero if it was played by an [Alliance] player. <p> (This item can prevent damage like an armor.)

    These are the first non-armor cards with DEF values. An Alliance player is one who controls an Alliance hero, and a Horde player is one who controls a Horde hero.

    Merciless Gladiator's Battlegear, 8, Warrior, Arena Armor Set—Plate, Chest (1), Hands (1), Head (1), Legs (1), Shoulder (1), 8 DEF
    If your hero would deal damage with a weapon, it deals double that much instead.
    [Activate] >>> Exhaust target hero or ally, and your hero deals 1 melee damage to it.

    See Gladiator’s Regalia.

    Moonflare, 3, Druid, Ability—Balance
    Ongoing: When a resource enters play under your control, your hero may deal 1 arcane damage to target ally.

    A card entering your resource row from play doesn’t trigger Moonflare’s power.


     

    Mystic Denial, 5, Mage, Instant Ability—Arcane
    Interrupt target card.
    Ongoing: When an opponent plays a card, destroy Mystic Denial. If you do, interrupt that card.

    See Feral Charge.

    Natural Conduit, 3, Shaman, Instant Ability—Elemental
    Your hero deals 3 nature damage to target ally and heals 3 damage from itself.

    No damage is healed if the target is illegal on resolution.

    Netherbane, 1, Weapon—Axe, Melee (1), 2 ATK, 2 Strike
    Cards in play you control can't be removed from the game.

    Cards in play you control can still be destroyed or put into their owners’ hands.

    Nyn'jah's Tabi Boots, 6, Armor—Leather, Feet (1), 1 DEF
    Other players can't use payment powers during your turn.
    You can use the payment powers of any cards in play during your turn (including opposing cards).

    Quest reward powers are not payment powers. Using a power of an opposing card is otherwise identical to using a power of a card you control. Such a power is read from your perspective (the player using the power), so “opposing” means opposed to you, and so on. Any resource costs must be paid with your resources as normal.

    Oakenclaw, Alliance, Hero—Night Elf Druid (Feral), Alchemy/Engineering, 27 Health
    (1), Flip Oakenclaw >>> This turn, Oakenclaw is in bear form and has Form (1) until you strike with a weapon or play a non-Feral ability.

    See Maleo the Blur.

    The Oathkeeper, 4, Two-Handed Weapon—Mace, Melee (1), 6 ATK, 2 Strike
    When The Oathkeeper enters play, choose an oath: "I won't play cards;" or "I won't draw cards."
    You can't break that oath.

    The chosen oath applies only to the oathtaker (the player under whose control The Oathkeeper entered play). While The Oathkeeper remains under that player’s control, the second power creates a modifier that says he or she either “can’t play cards” or “can’t draw cards.” If The Oathkeeper leaves that player’s control, he or she is free to break that oath.

    Primal Totem, 1, Shaman, Instant Ability—Elemental, Earth Totem (1), 1 Health
    Ongoing: When one of your Totems is destroyed, it deals 1 nature damage to each opposing hero and ally.

    When Primal Totem itself is destroyed, it deals 1 nature damage to each opposing hero and ally.

    Ransack, 4, Rogue, Ability—Assassination
    Destroy the card with the lowest cost among abilities, allies, and equipment in play. If two or more are tied, destroy all with that cost.

    Look at all abilities, allies, and equipment in play as a single set, determine the lowest cost among them, and then destroy all cards in that set with that cost.


     

    A Rare Bean, Quest
    Pay (2) to complete this quest. <p> Reward: Choose a rarity, then reveal the top three cards of your deck. Put a revealed card with that rarity into hand and the rest on the bottom of your deck.

    The color of a card’s collector number represents that card’s rarity: white for common, green for uncommon, blue for rare, purple for epic, and orange for legendary.

    Resourcefulness, 4, Hunter, Ability—Survival Talent
    Survival Hero Required
    Ongoing: Heroes and non-token allies in your party can be exhausted to pay costs as though they were resources.

    Affected characters are not resources. Affected allies can be exhausted this way regardless of how long they’ve been in your party.

    Rune of Metamorphosis, 1, Druid, Item, Trinket (2)
    Your Forms aren't destroyed by abilities you play. (You can still have only one card with Form (1) in play.)

    For example, this means that Shred isn’t destroyed when you play a non-Feral ability. However, if you play an ability that destroys all cards in play, your Forms will be destroyed as normal.

    Snipe, 2, Hunter, Instant Ability—Marksmanship
    When the next ability, ally, or equipment enters play this turn, destroy it.

    Any powers or modifiers that trigger off that card entering play will still trigger. That card can be exhausted or destroyed to pay a cost before it’s destroyed. If Snipe is played in response to card A, but an applicable card B enters play after Snipe resolves but before card A does, Snipe will destroy card B.

    Spell Ricochet, 2, Instant Ability—Arcane Protection
    You may change the target of an ability card with a single target.

    An “ability card with a single target” is one that had a single target as it was added to the chain. As Spell Ricochet resolves, choose such a card on the chain, and you may change its target to any other legal target (reading that card’s target description from its controller’s perspective, so “opposing” continues to mean opposed to that player, and so on).

    Spell Suppression, 1, Mage, Ability—Arcane
    Attach to target ability, ally, equipment, or resource. <p> Ongoing: Attached card loses and can't have powers.

    Only powers are lost. An attached ally can still attack, an attached weapon can still strike, an attached resource can still exhaust to pay resource costs, and so on.

    Spirits of Auchindoun, Quest
    Turn one of your other face-up resources face down to complete this quest. <p> Reward: Draw a card.

    You must also turn this quest face down to complete it as normal. If you turn another quest face down to complete this one, there’s no way to simultaneously complete that other quest.

    The Staff of Twin Worlds, 6, Two-Handed Weapon—Staff, Melee (1), 1 ATK, 3 Strike
    Other cards in play have their printed text a second time.

    “Text” refers only to text in a card’s text box. Most keywords don’t do anything extra while doubled, but berserking, cat form, diplomacy, inspire, and war stomp do. In general, doubling a payment power does nothing extra unless it can be used only once per [period], in which case the doubled power can also be used once per [period]. If two Staffs are in play, the second one does nothing (except double the printed text of the first), because all other cards in play already have their printed text a second time.

    Sudden Shot, 3, Hunter, Instant Ability—Marksmanship
    You pay (1) less to play Sudden Shot for each other ability you've played this turn.
    Your hero deals 3 ranged damage to target hero or ally.

    You pay (1) less for each other ability you’ve played this turn, even if it was also named Sudden Shot.

    Tinker Bixy Blue, 3, Alliance, Ally—Gnome Rogue, 1 [Melee] ATK / 4 Health
    If Bixy is undamaged: [Activate] >>> Target player discards a card and you draw a card.

    Tinker Burnfizzle, 6, Alliance, Ally—Gnome Warlock, 4 [Fire] ATK / 5 Health
    If Burnfizzle is undamaged: [Activate] >>> Burnfizzle deals 3 fire damage to each opposing hero and ally.

    Damaging either Tinker in response to its activated effect doesn’t interrupt or otherwise impact that effect. Damage is checked only as the power is used.

    Transfigure, 4, Mage, Ability—Arcane
    Ongoing: [Activate] >>> Target weapon's ATK becomes equal to its strike cost this turn.

    This will overwrite any earlier-timestamped modifiers to that weapon’s ATK. Later modifiers can still change its ATK as normal.

    Unending Breath, 2, Warlock, Ability—Demonology
    Ongoing: Play with the top card of your deck revealed.
    You may complete quest cards from the top of your deck. As you do, remove them from the game as an additional cost.

    See Aquatic Form.

    Vengeful Gladiator's Vestments, 7, Rogue, Arena Armor Set—Leather, Chest (1), Hands (1), Head (1), Legs (1), Shoulder (1), 6 DEF
    When you play a finishing move, you may interrupt target card.
    [Activate] >>> Put the top card of your deck into your resource row face down and ready.

    See Feral Charge and Gladiator’s Regalia.

    Veteran's Pendant, 1, Item, Neck (1)
    If you win this game, you decide who goes first next game.

    In a two-player game, if your opponent concedes while Veteran’s Pendant is on the chain, or if your opponent loses after it leaves play, he or she decides who goes first next game as normal. In a tournament, this modifier applies only to the next game if it’s in the same match.

    War of Attrition, 3, Warrior, Ability—Fury
    Put any amount of damage divided as you choose on allies in your party. Each opponent divides that much damage among allies in his party. Players can't put more than fatal damage on an ally this way.

    Players can put exactly fatal damage on an ally (and opponents must do so if no alternative exists). All allies with fatal damage are destroyed simultaneously by the first PPP check after this card resolves.

    Water Breathing, 2, Shaman, Ability—Enhancement
    Ongoing: You may complete quest cards from your hand. As you do, remove them from the game as an additional cost.

    See Aquatic Form.

    Wyler Surestrike, 2, Alliance, Ally—Night Elf Rogue, 2 [Melee] ATK / 1 Health
    Shadowmeld <p> When Wyler deals combat damage to a defending ally, destroy that ally.

    Destroy that ally even if Wyler was destroyed by the exchange of combat damage that triggered his power.

    ------- The Hunt for Illidan transcript:

    This set is legal for sanctioned Constructed play from July 18, 2008.

    1. Demon heroes

    ·         Demon heroes have the Demon tag. They are loyal heroes because they don’t have the Traitor tag.

    ·         Kurzon the False and Famish the Binder have a faction but no class. As a result, their decks can include cards with the applicable faction icon (and no class icon), but they can’t include cards with any class icons. Cards with no trait icons can be included as usual.

    1.1 Deckbuilding

    ·         Imp Lord Pinprik, Mother Misery, Obliveron, and Xia, Queen of Suffering have special rules. Their decks can include only the cards specified after the word “deckbuilding.” That word is neither a keyword nor power, and deckbuilding rules have no impact after a game starts. These heroes can be played in Draft or Sealed Deck only with a deck of 30 or more cards; blanks can’t be used.

    ·         None of the four decks can include cards with reputation or text restrictions (like “[Trait] Hero Required”). This exclusion takes precedence over any inclusions. The one exception is that Obliveron’s deck can include “Traitor Hero Required” cards (because he specifies that only “other” text restrictions apply).

    ·         All four decks can include neutral quests. A quest is neutral if it is neither Alliance nor Horde. However, neutral quests like Akama’s Promise (Loyal) and Return to the Aldor (Reputation) can’t be included because of the above restriction.

    2. Resistance

    Resistance is a keyword power that characters can have, preceded by a damage type. It means:

    Prevent all damage of that type that this character would be dealt.

    Example: You control Illia the Bitter. Your opponent controls four Brodiens, of which three are elusive and one is untargetable. You play The More, the Scarier, choosing 4 and targeting Illia and the three elusive Brodiens. As it resolves, the three opposing allies are dealt fatal damage, but all fire damage to Illia is prevented. Next, you attack the remaining Brodien with Illia. As that combat concludes, the defender is dealt fatal damage, but all fire damage to Illia is again prevented.

    Brodien, 4, Alliance, Ally—Gnome Mage, 4 ATK (Fire), 4 Health
    As Brodien enters play, choose whether he is elusive or untargetable.

    Illia the Bitter, 5, Horde, Ally—Blood Elf Hunter, 6 ATK (Ranged), 4 Health
    Fire Resistance (Prevent all fire damage that this ally would be dealt.)

    The More, the Scarier, X, Mage, Ability—Fire
    Your hero deals X fire damage to each of X target allies.

    3. Smoke or Croak cycle

    Each card in this cycle of nine has an ongoing/attachment mode and a non-ongoing mode. Such a card is both ongoing and an attachment at all times, except while on the chain and/or resolving after its non-ongoing mode has been chosen.

    Example: You play Smoke or Croak and choose to deal 3 fire damage to target hero. As it resolves, it enters your graveyard because you chose its non-ongoing mode. Later, you target Smoke or Croak with Flickers from the Past. (It’s a legal target because it’s always ongoing while it’s in your graveyard.) As Flickers from the Past resolves, you must attach Smoke or Croak to an ally. (This doesn’t target that ally.) If there are no allies in play, Smoke or Croak stays in your graveyard.

    Flickers from the Past, 7, Mage, Ability—Arcane
    Put any number of target ongoing ability cards from your graveyard into play if their combined cost is less than or equal to the number of resources you have.

    Smoke or Croak, 3, Mage, Ability—Fire Arcane
    Choose one: Your hero deals 3 fire damage to target hero; or attach to target ally. <p> Ongoing: Attached ally can't attack or protect, loses and can't have powers, and is also a Frog.


     

    4. Specific cards

    Akama's Sash, 4, Armor—Cloth, Waist (1), 0 DEF
    Loyal Hero Required <p> If your hero would deal damage with an ability, it deals that much unpreventable damage +1 instead. <p> When an ally is destroyed by fatal damage dealt with an ability you control, remove that ally from the game.

    Anchorite Ceyla, 7, Ally—Draenei Priest, Unique, 6 ATK (Holy), 7 Health
    Aldor Reputation <p> When another ally in your party is destroyed, its owner may put it from his graveyard into hand at the start of the next turn.

    In both cases, that ally card changes zones only if it has remained in that graveyard continuously since its destruction. All players have the chance to respond before it leaves that graveyard.

    Anchorite Kilandra, 1, Ally—Draenei Priest, 1 ATK (Holy), 2 Health
    Aldor Reputation <p> When Kilandra enters play, name a card in play you control. <p> Inspire: Card with that name (You may ready a card you control with that name during each other player's ready step.)

    You may inspire any card you control with that name, not just the one that was in play when Kilandra entered play. If a token has no name specified, its tag is its name. Face-down resources have no name.

    Arcanist Bartis, 2, Ally—Blood Elf Mage, 1 ATK (Fire), 1 Health
    Scryer Reputation <p> Sabotage: Player (This ally can attack opposing players.) <p> When Bartis sabotages a player, that player discards a card or destroys an ally in his party.

    That player makes the choice. He or she can't choose to discard from an empty hand, or destroy an ally that can’t be destroyed (or that doesn’t exist).

    Arcanist Thelis, 6, Ally—Blood Elf Mage, Unique, 5 ATK (Arcane), 4 Health
    Scryer Reputation <p> Sabotage: Deck <p> When Thelis sabotages a deck, switch that deck with yours.

    Each player who receives a new deck becomes the owner of the remaining cards in that deck for the rest of the game. If you become the owner of another player’s card, it will enter your deck, hand, graveyard, or RFG zone (rather than that other player’s) while you own it.

    If such cards are sleeved differently from other cards you own, that fact is public knowledge at all times, even while they’re in a non-public zone. For example, any player who shuffles or cuts a deck with a differently sleeved card can legally cut to it. You may not resleeve your new deck.

    Astral Grief, 1, Mage, Instant Ability—Arcane
    Interrupt target quest reward effect.

    You can target any effect added to the chain by completing a quest. However, you can't interrupt a quest being placed.

    Bimble Blackout, 3, Alliance, Ally—Gnome Warlock, 4 ATK (Shadow), 2 Health
    When Bimble is removed from the game from anywhere, draw a card.

    Bimble's power triggers when he enters an RFG zone from any other zone.

    Borak's Belt of Bravery, 2, Armor—Plate, Waist (1), 3 DEF
    When Borak's Belt of Bravery prevents damage, put 1 damage on your hero.

    For example, your hero is undamaged and would be dealt 10 damage. You exhaust Borak's Belt of Bravery to prevent 3 of the 10, thereby triggering its power. Your hero ends up with 7+1 = 8 damage.


     

    Brain Lock, 4, Mage, Ability—Frost
    Ongoing: Brain Lock enters play with two frost counters. <p> If an opponent would draw a card, he skips drawing that card and you remove a frost counter instead. If none remain, destroy Brain Lock.

    If an opponent would draw two cards, he or she skips drawing both and Brain Lock is destroyed instead. If an opponent would draw three cards, he or she draws one and Brain Lock is destroyed instead, and so on. There's no priority window between removing the last counter and destroying Brain Lock.

    Brodien, 4, Alliance, Ally—Gnome Mage, 4 ATK (Fire), 4 Health
    As Brodien enters play, choose whether he is elusive or untargetable.

    He is elusive or untargetable until he leaves play. If untargetable is chosen, he enters play untargetable; there is no opportunity to target him in response to him entering play.

    Chief Apothecary Hildagard, 7, Horde, Ally—Undead Warlock, Unique, 0 ATK (Shadow), 1 Health
    When Hildagard deals combat damage to a hero, destroy that hero.

    Hildagard deals combat damage as a combat concludes only if her ATK is greater than 0.

    The Cipher of Damnation, Quest
    Pay (3) to complete this quest. <p> Reward: Reveal the top two cards of your deck. If they have different card types, put both into hand. Otherwise, put both on the bottom of your deck.

    The different card types are ability, ally, armor, hero, item, quest, and weapon.

    Coif of the Wicked, 5, Armor—Mail, Head (1), 3 DEF
    [Hunter]: When you place a quest, ready your hero and all of your Ranged weapons. <p> [Shaman]: When you place a quest, ready your hero and all of your Melee weapons.

    These powers trigger only when you place a quest face up.

    Dashel Stonefist, 1, Alliance, Ally—Dwarf Rogue, Unique, 1 ATK (Melee), 1 Health
    Dashel can attack friendly heroes and allies (including other characters in your party).

    In addition to attacking normally, Dashel can be proposed as an attacker against any friendly character (other than himself) if otherwise legal. Characters opposed to Dashel may protect as usual.

    "Eyeball" Jones, 1, Horde, Ally—Undead Rogue, 1 ATK (Melee), 2 Health
    When Eyeball deals combat damage to a hero or ally, exhaust that character, and it can't ready during its controller's next ready step.

    That character will be "gouged" during its controller's next ready step, even if it was already exhausted.

    Faces from the Past, 7, Priest, Ability—Holy
    Put any number of target ally cards from your graveyard into play if their combined cost is less than or equal to the number of resources you have.

    The number of targets is locked on announcement. On resolution, compare the combined cost of all targets that are still legal with the number of resources you have at that time. For example, if you have seven resources and target three cards with costs 5, 1, and 1, and then you lose a resource in response, the combined cost of your legal targets is too great on resolution, and so none enter play.

    Felsteel Whisper Knives, 1, Rogue, Weapon—Knife, Ranged (1), 2 ATK, 1 Strike
    Thrown (When you strike with this weapon, your hero has long-range this combat. At the end of this turn, put this weapon into its owner's hand.)

    A thrown weapon is put into its owner's hand only if it has remained in play continuously since striking.


     

    Feral Energy, 2, Druid, Ability—Feral
    Ongoing: While in cat form, when your hero deals combat damage to a defending hero, you may pay (1). If you do, its controller discards a card.

    Feral Energy checks whether your hero is in cat form as it triggers, but it doesn't recheck as that triggered effect resolves.

    Flame Bender Ta'jin, 6, Horde, Ally—Troll Mage, 4 ATK (Fire), 3 Health
    When Ta'jin enters play, gain control of target ability. If it's attached, you may reattach it.

    You control that ability until it leaves play. To reattach an ability, detach it and then attach it to another card in play that matches its attach description. This doesn’t add it to the chain, so its non-ongoing text is not reprocessed. You may reattach it to an untargetable card, even if its attach description is targeted.

    Flickers from the Past, 7, Mage, Ability—Arcane
    Put any number of target ongoing ability cards from your graveyard into play if their combined cost is less than or equal to the number of resources you have.

    Each attachment you target must enter play attached to a legal host. If no legal host exists on resolution, it stays in your graveyard. Cards from the Smoke or Croak cycle are always attachments while they're in your graveyard. Also see Faces from the Past.

    Full Circle, 7, Paladin, Ability—Holy
    You may discard an ally card. If you do, put a second target ally card from your graveyard into play, then put a third target ally from your party into its owner's hand.

    If one target has become illegal by resolution, the remaining target is still affected. If both targets have become illegal, the whole card is interrupted.

    Gifts from the Past, 7, Shaman, Ability—Enhancement
    Put any number of target equipment cards from your graveyard into play if their combined cost is less than or equal to the number of resources you have.

    See Faces from the Past.

    Gloves of the High Magus, 4, Armor—Cloth, Hands (1), 0 DEF
    [Activate], Remove the top card of your deck from the game >>> If it's an ability, ally, or equipment card, you may play it this turn if able. If it's a quest card, you may place it this turn if able.

    Playing or placing a card from your RFG zone is otherwise identical to doing so from your hand. You may place quest cards face up or face down as usual.

    Holy Shock, 3, Paladin, Instant Ability—Holy Talent
    Holy Hero Required <p> Prevent the next 4 damage that target friendly hero or ally would be dealt this turn. <p> Your hero deals 4 unpreventable holy damage to target opposing hero or ally.

    If one target has become illegal by resolution, the remaining target is still affected. If both targets have become illegal, the whole card is interrupted.

    Instructor Giralo, 2, Ally—Draenei Priest, 2 ATK (Holy), 3 Health
    Aldor Reputation <p> Inspire: Ally (You may ready one of your allies during each other player's ready step.) <p> When Giralo inspires an ally, that ally is a protector this turn.

    You can inspire only exhausted cards. You can't choose to inspire a ready ally to make it a protector.

    Knock Out, 3, Rogue, Ability—Assassination
    Destroy target quest.

    If target quest is turned face down in response, it's no longer a quest, and so Knock Out is interrupted.


     

    Lightwarden's Band, 2, Item, Ring (2)
    Aldor Reputation <p> Your hero has "Inspire: Ability, ally, equipment, hero, or resource."

    A second Lightwarden's Band will add a second power to your hero, letting you inspire a second card.

    Magistrix Valthin, 3, Ally—Blood Elf Mage, 4 ATK (Arcane), 2 Health
    Scryer Reputation <p> When an ability enters play, you may have target player gain control of it. If it's attached, that player may reattach it.

    You can target yourself. Also see Flame Bender Ta'jin.

    Mana Burst, 4, Priest, Ability—Discipline
    Ready all of target opponent's exhausted resources. Your hero deals 1 shadow damage to his hero for each resource readied this way.

    There's no priority window between readying resources and dealing damage.

    Mindflip, 3, Priest, Ability—Shadow
    You may choose an ally in your party and have target player gain control of it. If you do, gain control of target ally in his party.

    You must target an ally in the party of the player you target. If target player becomes untargetable in response (but target ally is still legal), Mindflip will resolve but do nothing.

    The More, the Scarier, X, Mage, Ability—Fire
    Your hero deals X fire damage to each of X target allies.

    First choose X, and then you must target exactly X different allies.

    Mother Misery, Hero—Shivan Demon, 30 Health
    Sextuple Wield (Can have up to six hands of Melee weapons and can strike with any number of them during the same combat.)

    The controller of a hero with sextuple wield can have up to six “hands” of Melee weapons without violating uniqueness, and can strike with up to six hands of Melee weapons per combat. Adding dual wield to such a hero doesn’t give it any additional hands.

    Naaru Belt of Precision, 2, Armor—Leather, Waist (1), 0 DEF
    Naaru Belt of Precision has +X DEF, where X is your hero's ATK.

    For example, if you strike with a 1 ATK weapon during a combat, you may exhaust Naaru Belt of Precision to prevent 1 damage that would be dealt to your hero as that combat concludes.

    Netherwing Protector's Shield, 2, Armor—Shield, Off-Hand (1), 1 DEF
    Your hero has dual shield. (Can have a second Shield instead of a Melee weapon.)

    While your hero has dual shield, you can have a second Shield without violating uniqueness. Adding a Melee weapon or another Off-Hand equipment causes a uniqueness violation.

    Retainer Alashon, 2, Ally—Blood Elf Rogue, 2 ATK (Nature), 3 Health
    Scryer Reputation <p> Sabotage: All keywords <p> When Alashon sabotages keywords, opposing cards everywhere lose and can't have keyword powers while he remains in your party.

    Everywhere means in every zone. The current list of affected keywords is: bear form, cat form, dual shield, dual wield (including Ranged and Two-Handed dual wield), elusive, ferocity, inspire, long-range, protector, resistance, sabotage, sextuple wield, stealth, thrown, trap, and untargetable.


     

    Retainer Faryn, 5, Ally—Blood Elf Rogue, 3 ATK (Melee), 3 Health
    Scryer Reputation <p> Sabotage: Resource <p> When Faryn sabotages a resource, gain control of it. (Move it to your resource row.)

    Faryn can sabotage a resource whether it's face up or face down. If Faryn proposes a sabotage against a face-up resource that turns face down before that combat concludes, the sabotage will still be successful.

    Retainer Marcus, 1, Ally—Blood Elf Hunter, 0 ATK (Ranged), 2 Health
    Scryer Reputation <p> When Marcus enters play, look at target player's hand and name a card in it. <p> That player can't play cards with that name.

    This restriction applies only while Marcus remains in play.

    Retainer's Blade, 2, Weapon—Dagger, Melee (1), 2 ATK, 1 Strike
    Scryer Reputation <p> When Retainer's Blade is destroyed, you may destroy target ally.

    This power triggers when Retainer's Blade is destroyed, including destruction by uniqueness.

    Rotten to the Spore, 5, Druid, Ability—Balance
    Exhaust any number of target allies in target opponent's party. <p> Ongoing: Each of them can't ready during its controller's ready step.

    The targets need not be ready, and they will be "gouged" even if they were already exhausted.

    Seal of Retribution, 3, Paladin, Instant Ability—Retribution, Seal (1)
    Ongoing: When your hero deals combat damage with a weapon, you may destroy target ally that attacked this turn. <p> (1), Destroy Seal of Retribution >>> Destroy target ally that attacked this turn.

    The second power can target a currently attacking ally (or an ally that attacked earlier this turn).

    The Secret Compromised, Quest
    Pay (1) to complete this quest. <p> Reward: Look at the top three cards of target opponent's deck. Put one on top of his deck and the rest on the bottom.

    Those three cards aren't revealed to that opponent or any other player.

    Shadowstep, 1, Rogue, Instant Ability—Subtlety Talent
    Subtlety Hero Required <p> Ongoing: Ready opposing heroes and allies also count as being exhausted. (They are still ready.)

    Affected ready characters can be targeted as though they were exhausted (or ready). They can still attack and activate, and they will exhaust as they do so as usual. They can't be readied or inspired because a card readies only if it transitions from exhausted to ready.

    Skywing, Quest
    During your turn, pay (3) to complete this quest. <p> Reward: Put a Bird ally token named Skywing with 1 [Melee] ATK / 1 health into play. At the start of your next turn, it has +3 ATK / +3 health and is also an Arakkoa.

    The Skywing token gains the ATK / health bonus only once, at the start of your next turn after completion. The bonus lasts until it leaves play.

    Stable Master, 1, Hunter, Ability—Beast Mastery
    Ongoing: You can have an additional Pet.

    If you control Stable Master, you can have up to two Pets. If you control two Stable Masters, you can have up to three Pets, and so on. Losing control of a Stable Master while you have the maximum number of Pets causes a uniqueness violation.


     

    Staff of the Ashtongue Deathsworn, 4, Two-Handed Weapon—Staff, Melee (1), 1 ATK, 4 Strike
    Loyal Hero Required <p> Text that refers to the start of a turn refers to the end of that turn instead.

    "Text" refers not only to the text of powers (words printed on or added to cards) but also to the text of effects and modifiers (which initially inherit their text from their sources).

    Example: On your turn, you create both a Ringo and a Tooga token. On your opponent’s turn, he plays Staff of the Ashtongue Deathsworn. The Staff updates both Ringo’s power and Tooga’s modifier, so both will trigger at the end of your next turn unless the Staff leaves play before the start of that turn. If the Staff leaves play after that turn starts but before it ends, both tokens will trigger at the start of your next turn.

    Lost!, Quest
    During your turn, pay (3) to complete this quest. <p> Reward: Put a unique Goblin ally token named Ringo into play with 0 ATK / 1 health, and "At the start of your turn, draw a card."

    Tooga's Quest, Quest
    During your turn, pay (3) to complete this quest. <p> Reward: Put a unique Turtle ally token named Tooga with 1 ATK / 1 health into play. At the start of your next turn, remove that token from the game. If you do, draw two cards.

    Example: You control Greatsword of Horrid Dreams. Your opponent plays Luumon, then Staff of the Ashtongue Deathsworn, then a second Luumon. The Staff updates both Greatsword modifiers, so both allies lose their powers until the end of that opponent’s next turn unless the Staff leaves play before the start of that turn. If the Staff leaves play during that turn, both allies regain their powers immediately (since both Greatsword modifiers revert to their original duration, which has already expired).

    Greatsword of Horrid Dreams, 4, Weapon—Sword, Melee (1), 1 ATK, 3 Strike
    As an ally enters play under an opponent's control, it loses and can't have powers until the start of that opponent's next turn.

    Luumon, 5, Alliance, Ally—Draenei Shaman, 5 ATK (Fire), 5 Health
    Shadow Resistance (Prevent all shadow damage that this ally would be dealt.)

    Varen the Reclaimer, 8, Ally—Blood Elf Mage, Unique, 6 ATK (Melee), 8 Health
    Scryer Reputation <p> Sabotage: Game <p> When Varen sabotages a game, the winner of this game also wins the next game.

    If Varen sabotages the same game a second time, it has no additional effect. Within a tournament, all modifiers end as a round ends, so this modifier never applies to games against a future opponent.

    Vicious Circle, 7, Warlock, Ability—Demonology
    You may put an ally card from your hand into play. If you do, destroy a second target ally in your party, then put a third target ally card from your graveyard into hand.

    See Full Circle.


     

    Vindicator Aluumen, 6, Ally—Draenei Warrior, Unique, 6 ATK (Melee), 6 Health
    Aldor Reputation <p> Inspire: All friendly protectors

    Vindicator Falaan, 3, Ally—Draenei Warrior, 3 ATK (Holy), 3 Health
    Aldor Reputation <p> Inspire: All friendly heroes and allies with [Activate] powers

    In both cases, you may choose to inspire any, all, or no applicable characters.

    Vindicator Javlo, 5, Ally—Draenei Priest, 4 ATK (Melee), 5 Health
    Aldor Reputation (Can't put Scryer cards in your deck.) <p> When an ally in your party is inspired, draw a card.

    You can inspire only exhausted cards. You can't choose to inspire a ready ally to draw a card.

    Vindicator Kentho, 2, Ally—Draenei Warrior, 3 ATK (Melee), 2 Health
    Aldor Reputation <p> Destroy Kentho >>> Interrupt target card or effect targeting a card in play you control.

    You can target a card or effect with multiple targets as long as at least one of them is a card in play you control.

    Vindicator Lorin, 4, Ally—Draenei Paladin, 4 ATK (Holy), 4 Health
    Aldor Reputation <p> Inspire: Armor and item

    You may choose to inspire one armor, one item, both, or neither.

    Vindicator Vasha, 1, Ally—Draenei Paladin, 2 ATK (Holy), 1 Health
    Aldor Reputation <p> Cards in play with reputation other than Aldor lose and can't have powers.

    Currently, only cards in play with Scryer Reputation are affected.

    Vindicator's Brand, 3, Weapon—Sword, Melee (1), 3 ATK, 1 Strike
    Aldor Reputation <p> When Vindicator's Brand is destroyed, you may destroy target ability or equipment.

    This power triggers when Vindicator's Brand is destroyed, including destruction by uniqueness.

    Viper Sting, 4, Hunter, Instant Ability—Marksmanship
    Attach to target hero. <p> Ongoing: At the start of attached hero's controller's turn, he exhausts one of his resources, or two if you have a Ranged weapon.

    That player can play instants or use powers in response to this triggered effect, after readying resources.

    Webster, 3, Hunter, Ally—Spider, Pet (1), 4 ATK (Nature), 3 Health
    At the end of your turn, you may put a web counter on target ally. <p> Allies with a web counter can't attack. <p> When Webster leaves play, remove all web counters from opposing allies.

    While Webster is in play, any ally in any party with a web counter can't attack, regardless of where that counter came from. When Webster leaves play, remove all web counters from opposing allies, regardless of where those counters came from.

    Zorus the Judicator, 8, Alliance, Ally—Draenei Paladin, Unique, 8 ATK (Holy), 1 Health
    Protector <p> Zorus can't be destroyed by fatal damage.

    Zorus can still be damaged, and he accumulates any damage dealt to or put on him. If his health is reduced to 0, he is destroyed as usual, because this is not destruction by fatal damage.

    ------- Servants of the Betrayer transcript:

    This set is legal for sanctioned Constructed play from April 18, 2008.

    1. Traitors

    Traitor heroes have the Traitor tag and no talent specialization. As a result:

    ·         You can’t include talent cards in Traitor hero decks.

    ·         You can include Traitor Hero Required cards only in Traitor hero decks.

    Each Traitor hero also has italicized text specifying the group responsible for that hero’s treachery (such as Grimtotem). This is purely for flavor and has no impact on game play.

    2. Inspire: [card]

    This is a keyword power that characters can have. It means:

    As each other player’s ready step starts, you may ready an exhausted [card] in play you control.

    ·         This doesn’t use the chain and happens at the same time that the other player readies his or her cards.

    ·         Only an exhausted card can be inspired, and no more than once each turn. You can’t choose to inspire a ready card or the same card more than once each turn.

    Example: You control two copies of Marksman Glous and one exhausted quest as your turn ends. As the next player readies his or her cards, you may ready that quest, and you pay (1) less to complete it this turn. You can’t choose a ready quest and pay (1) less to complete it this turn, or choose that exhausted quest twice and pay (2) less to complete it this turn.

    Marksman Glous, 2, Ally—Draenei Hunter, 3 ATK (Ranged), 2 Health
    Aldor Reputation <p> Inspire: Quest
    When a quest is inspired this way, you pay (1) less to complete it this turn.

    3. Sabotage: [thing]

    This is a keyword power that characters can have. Such a character can propose either a sabotage combat against a [thing] or a normal combat against a character.

    In both cases, the proposed defender must not be controlled by a player friendly to the proposed attacker.

    As a sabotage combat concludes, no combat damage is dealt, and powers that trigger “when [the attacker] sabotages” do so, even if that attacker has 0 ATK. If a character protects during a sabotage combat, it stops being a sabotage.


     

    4. Specific cards

    Alchemist Norrin'thal, 3, Horde, Ally—Blood Elf Mage, 3 ATK (Frost), 3 Health
    (0) >>> Norrin'thal becomes an [Arcane] ally this turn. Use only once per turn.
    (0) >>> Norrin'thal becomes a [Fire] ally this turn. Use only once per turn.

    As Norrin'thal becomes a [damage type] ally, he loses all other damage types this turn.

    Anchorite Fareena, 3, Ally—Draenei Priest, 3 ATK (Holy), 3 Health
    Aldor Reputation <p> (0) >>> Attach target attachment to Fareena. Use only once per turn.

    The target detaches from its current host and attaches to Fareena only if she matches its attach description.

    Anchorite Onkoth, 5, Ally—Draenei Priest, 5 ATK (Holy), 4 Health
    Aldor Reputation <p> Inspire: Ability, ally, equipment, hero, or resource

    Onkoth may inspire only one card each turn. Contrast with Exarch Orelis.

    Arcanist Alathana, 1, Ally—Blood Elf Mage, 2 ATK (Fire), 1 Health
    Scryer Reputation <p> Sabotage: Ability <p> When Alathana sabotages an ability, put a depletion counter on it. <p> Abilities with depletion counters lose and can't have powers.

    Depletion counters don't leave play as Alathana leaves play, but they don't do anything unless an Alathana is in play (not necessarily the same Alathana that added the counters). An ability can have more than one depletion counter on it, but the additional counters don’t have any additional effect.

    Arcanist Dayvana, 2, Ally—Blood Elf Mage, 3 ATK (Fire), 1 Health
    Scryer Reputation <p> Sabotage: Quest <p> When Dayvana sabotages a quest, you may complete it this turn.

    Completing an opposing quest is the same as completing a quest from your resource row in all other ways. For example, its cost must still be paid, and any restrictions on when it can be completed must still be observed. That quest’s text is read from the perspective of the player completing the quest.

    Example: You control Dayvana and a Horde hero. Dayvana sabotages The Defias Brotherhood in an opponent’s resource row. Any time there are four or more allies in your party this turn, you may pay (1) to complete that quest (regardless of how many allies are in that opponent’s party). You may do so even though your hero isn’t Alliance. As you do, turn that quest face down in that resource row.

    The Defias Brotherhood, Alliance, Quest
    If there are four or more allies in your party, pay (1) to complete this quest. <p> Reward: Draw two cards.

    Atani of the Watch, 1, Ally—Draenei Paladin, 0 ATK (Melee), 4 Health
    Aldor Reputation <p> If damage would be dealt to your hero, it's dealt to Atani instead.

    This redirection is not optional. However, if you control more than one ally with this power, you choose which is dealt each packet that would be dealt to your hero. You may choose to redirect before or after a modifier would prevent damage. For example, you may exhaust an armor to prevent damage before redirecting. Prevention and redirection modifiers can be applied to a packet only after all modifiers that would increase its size (or change its damage type or preventability) have been applied.

    Azure-Shield of Coldarra, 3, Armor—Shield, Off-Hand (1), 0 DEF
    If your hero would be dealt damage, prevent all but 3 of it.

    This modifier works whether this armor is ready or exhausted. Preventing damage this way doesn't exhaust this armor. If your hero would be dealt 3 or less damage, this modifier does nothing.


     

    Bearlady Brala, 1, Alliance, Ally—Dwarf Hunter, 1 ATK (Ranged), 1 Health
    When Brala enters play, make up a name.
    At the start of your turn, put a unique Bear ally token with that name and 1 [Melee] ATK / 1 health into play.

    To make up a name is to choose a name that doesn't exist in the World of Warcraft® TCG. Putting a Bear token into play causes a uniqueness violation if you still have a token with that name from a previous turn.

    Bulvai of the Watch, 4, Ally—Draenei Paladin, 3 ATK (Melee), 5 Health
    Aldor Reputation <p> Protector <p> If damage would be dealt to your hero, it's dealt to Bulvai instead.

    See Atani of the Watch.

    Choker of Vile Intent, 3, Item, Neck (1)
    At the start of your turn, you may destroy an ability, ally, or equipment you control. If you do, each opponent destroys a card of that kind he controls.

    This power doesn't target anything. If you choose to destroy an equipment, each opponent must destroy an equipment, but each can choose an armor, item, or weapon.

    Cloak of Shadows, 1, Rogue, Instant Ability—Subtlety
    Destroy any number of target abilities attached to your hero. <p> Your hero is untargetable this turn.

    “Any number” can be zero. If you target one or more abilities and all of them are illegal on resolution, Cloak of Shadows is interrupted.

    Eclipse, 5, Priest, Instant Ability—Traitor
    Traitor Hero Required <p> Ongoing: When damage is healed from an opposing hero or ally, your hero deals double that much shadow damage to that character.

    "That much" is the amount of damage actually healed from the opposing character, regardless of the size of the healing packet.

    Exarch Orelis, 6, Ally—Draenei Paladin, Unique, 5 ATK (Holy), 7 Health
    Aldor Reputation <p> Inspire: Ability, ally, equipment, hero, and resource

    Orelis allows you to inspire more than one card. If he’s in your party during another player’s ready step, you may inspire any, all, or none of those cards. Contrast with Anchorite Onkoth.

    Example: You have Orelis and a hero in your party, and you also control six resources. All of them are exhausted as your turn ends. As the next player readies his or her cards, you may ready any, all, or none of Orelis, your hero, and one of your resources.

    Feign Death, 3, Hunter, Instant Ability—Survival
    Play only if your hero is defending or the target of an opposing card or effect.
    Interrupt all cards and effects, then end the turn.

    To end the turn, follow these steps in order. No player gets priority during these steps.

    ·         Interrupt all other links. This can’t be stopped, even if those links can’t be interrupted.

    ·         Close the current priority window.

    ·         Remove all attackers, defenders, proposed attackers, and proposed defenders from combat.

    ·         End all modifiers with duration “this combat” or “this turn.”

    ·         Skip to the start of the next turn. End-of-turn triggers are not triggered by this transition.

    The wrap-up step of the current turn is always skipped, as is the conclusion of any combat step in progress.


     

    Find Weakness, 2, Rogue, Ability—Assassination Talent
    Assassination Hero Required <p> Ongoing: When you remove one or more Combo cards from your graveyard to play a Finishing Move, your hero deals that much melee damage to target hero or ally.

    This effect resolves before the Finishing Move. It deals a single packet of melee damage.

    Form of the Serpent, 3, Druid, Instant Ability—Traitor, Form (1)
    Traitor Hero Required <p> Ongoing: When your hero attacks, put a poison counter on Form of the Serpent. Your hero has +1 ATK this combat for each poison counter. <p> Remove all poison counters >>> Your hero deals 1 nature damage to target ally for each counter removed this way.

    If a card refers to a counter, it's referring to a counter on itself unless otherwise specified. The ATK bonus is locked in as the triggered effect resolves. For example, if you attack with your hero, add a third counter, and then remove all counters to deal 3 damage to a protector before the protect point, your hero still has +3 ATK this combat.

    Frostbite, 2, Mage, Ability—Frost Talent
    Frost Hero Required
    Ongoing: (1), Discard a Frost or [Frost] card >>> Opponents pay (2) more to play cards this turn.

    Resources are placed, not played. Any cards already on the chain are unaffected. Opponents can play instant cards in response to this effect without penalty. If this effect resolves twice in the same turn, opponents pay (4) more to play cards that turn, and so on.

    Gift of Nature, 3, Druid, Ability—Restoration Talent
    Restoration Hero Required <p> Ongoing: Allies in your party can't be destroyed by fatal damage. <p> At the end of each turn, destroy all allies in your party with fatal damage.

    Allies in your party can still be destroyed by having their health reduced below 1.

    Highlord Bolvar Fordragon, 8, Alliance, Ally—Human Paladin, Unique, 8 ATK (Holy), 8 Health
    Opposing allies must attack if able and can attack only Bolvar if able. <p> Opposing cards and effects must target Bolvar if able.

    If Bolvar is in your party, any opponent who adds a link with one or more targets must choose Bolvar as one of those targets if he can be legally chosen. If that link is modal, that opponent may choose a mode that can't target Bolvar.

    Icemistress Gal'ha, 4, Horde, Ally—Troll Mage, 3 ATK (Frost), 5 Health
    Each opponent's maximum hand size is reduced by one for each [Frost] ally in your party.

    Each opponent discards down to maximum hand size only during his or her wrap-up step as usual; not immediately after a [Frost] ally enters your party.

    Jezbella of Karabor, 3, Alliance, Ally—Draenei Mage, 1 ATK (Frost), 3 Health
    Long-Range (Defenders deal no combat damage to this character.)
    Exhaust an ally in your party >>> Jezbella has +1 ATK this turn.

    Jezbella's power is not activated. You can exhaust her (or any other ally in your party) to use it the turn she enters your party.


     

    Lady Katrana Prestor, 5, Ally—Black Dragon Traitor, Unique, 4 ATK (Fire), 5 Health
    Traitor Hero Required <p> (15) >>> Remove all of your cards in all zones from the game and start an Onyxia Raid.

    If you use Katrana’s power, follow these steps as that effect resolves. No player gets priority during these steps. If you can’t perform all of these steps, nothing happens, and then the turn player gets priority. Otherwise:

    ·         Remove all cards you control or own from the game and put Onyxia Stage 1 into play. This can’t be stopped, even if one or more of those cards can’t leave their current zone.

    ·         Shuffle the Onyxia’s Lair Main deck and Event deck. These decks can’t be customized. If you don’t have these decks, you can’t perform this step.

    ·         Put the top seven cards of the Main deck into your hand. You may mulligan.

    ·         End the current turn and skip to the start of your next turn. You skip your first draw step. Play proceeds following the World of Warcraft® Raid Rules.

    Other players do nothing during these steps (other than possibly lose cards that you own and they control).

    Lifemistress Tanagra, 6, Horde, Ally—Orc Shaman, 5 ATK (Nature), 5 Health
    [Nature] allies in your party have +1 ATK for each other [Nature] ally in your party.

    [Nature] allies in your party have +1 ATK for each [nature] ally in your party other than Tanagra.

    Living Pyre, 3, Mage, Instant Ability—Fire
    Attach to target hero or ally. <p> Ongoing: At the start of your turn, your hero deals 1 fire damage to attached character for each ability named Living Pyre attached to it.

    Each Living Pyre attached to a character counts all abilities named Living Pyre attached to it, so two deal a total of 4 (two packets of 2), three deal a total of 9 (three packets of 3), and so on.

    Marlowe the Felsworn, Alliance, Hero—Human Warlock (Traitor), Alchemy/Enchanting, 28 Health
    (2), Flip Marlowe, destroy a friendly ally >>> Target hero or ally has -X health this turn, where X was that friendly ally's health. Use only on your turn.

    X was that friendly ally's health just before it was destroyed. In a multiplayer game, you can destroy an ally in a friendly player's party without that player's permission.

    Metalmorph, 1, Mage, Ability—Arcane
    Attach to target equipment. <p> Ongoing: Attached equipment loses and can't have powers and can't be exhausted.

    If Metalmorph attaches to an exhausted equipment, that equipment stays exhausted until it readies as usual.

    Morn Salts-the-Land, Horde, Hero—Tauren Hunter (Traitor), Herbalism/Alchemy, 29 Health
    (3), Flip Morn >>> You can play target ability card from an opponent's graveyard this turn.

    Morn Walks-the-Path, Horde, Hero—Tauren Hunter (Survival), Herbalism/Alchemy, 29 Health
    (3), Flip Morn >>> You can play target ability card from your graveyard this turn.

    You can play that card only if it's been in that graveyard continuously since it was targeted. You can't play it more than once because it becomes a “different card” as it leaves that graveyard.


     

    Niyore of the Watch, 6, Ally—Draenei Warrior, 5 ATK (Melee), 6 Health
    Aldor Reputation <p> If damage would be dealt to your hero, it's dealt to Niyore instead. <p> When Niyore is dealt damage, he deals 2 melee damage to its source.

    See Atani of the Watch.

    Pathaleon the Calculator, 6, Ally—Blood Elf Mage Traitor, Unique, 6 ATK (Arcane), 5 Health
    Traitor Hero Required <p> (2), Remove Pathaleon from the game >>> Put any number of cards from your hand on the bottom of your deck, then draw that many cards. You can use this power if Pathaleon is in your hand or party.

    If you use this power while Pathaleon is in your hand, he's removed from the game before he can be chosen as one of the cards to be put on the bottom of your deck.

    Plague Fleshbane, Horde, Hero—Undead Warlock (Demonology), Mining/Engineering, 28 Health
    (2), Flip Plague >>> If Plague would be dealt damage this turn, you may choose a Demon in your party. If you do, that damage is dealt to that Demon instead.

    See Atani of the Watch, except this redirection is optional. You may choose a different Demon for each packet that would be dealt to Plague this turn.

    Preparing for War, Quest
    Pay (X) to complete this quest.
    Reward: Shuffle X target cards from any number of graveyards into their owners' decks.

    This targets X cards in total rather than X cards from each graveyard.

    Rain of Arrows, 2, Hunter, Ability—Marksmanship
    Your hero deals ranged damage to target hero or ally equal to 2 plus the number of other abilities you've played this turn.

    This counts the number of other ability cards you've added to the chain this turn, even if they were interrupted.

    Ras'fari Bloodfrenzy, 6, Horde, Ally—Troll Warrior, 4 ATK (Melee), 6 Health
    Ferocity (Can attack immediately.) <p> When Ras'fari attacks for the first time each turn, ready him if he has damage.

    His power can trigger only once per turn. His damage is checked and he is readied during the attack window, long before combat conclusion.

    Remba, Abbess of Ash, Alliance, Hero—Dwarf Priest (Traitor), Alchemy/Tailoring, 26 Health
    (4), Flip Remba >>> Gain control of target ally with an attachment. Use only on your turn.

    The target ally can have more than one attachment. Its attachments stay attached but don’t change control.

    Retainer Cara, 6, Ally—Blood Elf Rogue, 6 ATK (Melee), 4 Health
    Scryer Reputation (Can't put Aldor cards in your deck.) <p> Sabotage: Equipment (This ally can attack opposing equipment.) <p> When Cara sabotages an equipment, gain control of it.

    You gain control of that equipment until it leaves play, regardless of whether or not Cara stays in your party. It functions normally whether or not it shares any trait icons with your hero, and regardless of any other deck-building restrictions it has (such as Fire Hero Required or Aldor Reputation).

    Ripped through the Portal, 5, Warlock, Ability—Traitor
    Traitor Hero Required <p> Put an ally card that's removed from the game into play under your control.

    This can't retrieve cards from your collection or side deck. It can retrieve cards from opposing RFG zones.


     

    Sampron the Banisher, 2, Alliance, Ally—Gnome Warlock, 2 ATK (Shadow), 1 Health
    [Activate] >>> Remove target opposing ally from the game.
    When Sampron leaves play, the owner of each card removed this way puts that card into play.

    Cards enter play ready and undamaged. If Sampron leaves play in response to his activated effect, that target stays removed from the game. If he loses all powers and then leaves play, no cards return to play.

    Savage Fury, 3, Druid, Ability—Feral Talent
    Feral Hero Required <p> Ongoing: When you play a Feral ability, if you control a Form, your hero may deal 2 melee damage to target ally.

    If you control this ability but no Form, it doesn't trigger when you play a Feral Form. If you control a Form when you play this ability, it doesn't trigger (unless you already control other copies of this ability, in which case they trigger).

    Shadow Silhouettes, 4, Priest, Ally—Shadow Silhouette, Pet (1), 6 ATK (Shadow), 6 Health
    At the end of your turn, remove 6 damage from your hero and put 1 damage on Shadow Silhouettes for each damage removed this way.

    If your hero has only 3 damage at the end of your turn, for example, remove that damage and put 3 damage on Shadow Silhouettes.

    Sister Remba, Alliance, Hero—Dwarf Priest (Discipline), Alchemy/Tailoring, 26 Health
    (1), Flip Remba >>> Target ally in your party with an attachment is elusive and untargetable this turn.

    The target is legal if it has one or more attachments both on announcement and resolution of this effect. After resolution, it’s elusive and untargetable this turn, even if it loses all of its attachments.

    Spymaster Thalodien, 5, Ally—Blood Elf Rogue, Unique, 4 ATK (Melee), 5 Health
    Scryer Reputation, Sabotage: Deck <p> When Thalodien sabotages a deck, reveal cards from the top until you reveal a non-quest card. Remove that card from the game and put the rest on the bottom. You may play that card without paying its play cost this turn. (If it has X in its play cost, X is 0.)

    Put the rest on the bottom in any order. Playing that card without paying its cost is an alternate cost, so you can’t choose any other alternate cost it might have. Playing a card from your RFG zone is the same as playing it from your hand in all other ways. For example, any restrictions on when it can be played must still be observed.

    Survival Instincts, 3, Hunter, Ability—Survival Talent
    Survival Hero Required <p> Ongoing: Prevent the first 4 damage that would be dealt to your hero each turn.

    This doesn't heal or remove any damage already dealt the turn it enters play, nor does it prevent any further damage that turn if 4 damage has already been dealt to your hero, or if 4 damage that would have been dealt to your hero has already been prevented. More than one of these prevents only the first 4 damage that would be dealt to your hero each turn.


     

    Titan's Grip, 1, Warrior, Instant Ability—Arms
    Ongoing: Your hero has Two-Handed dual wield. (Your hero has dual wield. One or both of your weapons can be Two-Handed. You can have a Two-Handed weapon and an Off-Hand equipment.)

    The controller of a hero with dual wield or Two-Handed dual wield can strike with two Melee weapons per combat. In addition, that player can have certain combinations of equipment that would normally violate uniqueness without violating uniqueness:

    The controller of a hero with:

    Can have any of the following combinations:

     

    Dual wield

    One-Handed

    Melee weapon

    One-Handed

    Melee weapon

     

     

    Two-Handed

    dual wield

    Two-Handed Melee weapon

    One-Handed Melee weapon

     

    Two-Handed Melee weapon

    Two-Handed Melee weapon

     

    Two-Handed Melee weapon

    Off-Hand equipment

     

     

    In each case, adding another Melee weapon or Off-Hand equipment causes a uniqueness violation, which must be repaired by destroying one of the violating equipment.

    Totemic Recovery, 4, Shaman, Ability—Elemental
    Put an Air, Earth, Fire, and Water Totem from your graveyard into play.

    You can play this even if there are no Totems in your graveyard, or if you don’t have one of each of the four kinds in your graveyard. As it resolves, you must choose one of each kind that’s in your graveyard.

    Unbalance, 2, Rogue, Ability—Combat Combo
    Exhaust all opposing heroes and allies. If you have an equipment, each of them can't ready during its controller's next ready step.

    This checks whether you have one or more equipment only as it resolves.

    Voidfire Wand, 4, Weapon—Wand, Wand (1), 1 ATK (Frost), 1 Strike
    When combat damage is dealt with Voidfire Wand to a hero, the next time that hero's controller would draw a card, he skips drawing it instead.

    This modifier applies even if the next time that player would draw a card is during a later turn.

    Wand of the Seer, 4, Weapon—Wand, Wand (1), 1 ATK (Nature), 1 Strike
    When your hero deals damage with an ability to a hero, it also deals that much nature damage divided as you choose to any number of target allies.

    The triggered effect isn't optional. If no opposing allies can be targeted, you must target one or more friendly allies.

    Wrath of Turalyon, 4, Paladin, Instant Ability—Retribution
    Destroy all allies that attacked this turn.

    This destroys all allies that exhausted to attack this turn, including any currently attacking.

    ------- March of the Legion transcript:

    This set is legal for sanctioned Constructed play from December 7, 2007.

    1. Reputation

    Some cards have bold text that reads, “Aldor Reputation” or “Scryer Reputation.” These are neither keywords nor powers; they are deckbuilding restrictions.

    In Constructed tournaments, a player’s main deck and side deck can include Aldor cards only if neither deck contains Scryer cards (and Scryer cards only if neither deck contains Aldor cards).

    In Limited tournaments, a player’s main deck can include Aldor cards only if it contains no Scryer cards (and vice versa). However, if a player’s card pool contains both Aldor and Scryer cards, he or she may side deck between Aldor/Scryer/neither as long as the main deck never contains both Aldor and Scryer cards.

    2. Sabotage: [thing]

    This is a keyword power that characters can have. Such a character can propose either a sabotage combat against a [thing] or a normal combat against a character. A character that “can’t attack” can’t sabotage.

    As a sabotage combat concludes, no combat damage is dealt, and powers that trigger “when [the attacker] sabotages” do so, even if it has 0 ATK. If a character protects during a sabotage, it stops being a sabotage.

    Example 1: You control Arcanist Avelena and an opponent controls Stoneclaw Totem and Tyrennius Scatheblade. Avelena can’t attack Tyrennius because she is able to attack the Totem. She may propose either a sabotage or a normal combat against the Totem.

    If she sabotages the Totem, then as that combat concludes, no combat damage is dealt and her power triggers, putting the Totem on top of its owner’s deck. However, if Tyrennius protects, that combat stops being a sabotage, and combat damage is dealt normally as it concludes.

    Example 2: You control Arcanist Avelena, and an opponent controls Tyrennius Scatheblade with Warrior Training attached. Avelena can’t propose a sabotage combat against Warrior Training because she is able to propose a (normal) combat against Tyrennius.

    Arcanist Avelena, 1, Ally—Blood Elf Mage, 1 ATK (Arcane), 2 Health
    Scryer Reputation (Can’t put Aldor cards in your deck.)
    Sabotage: Ability (This ally can attack opposing abilities.)
    When Avelena sabotages an ability, put it on top of its owner’s deck.

    Stoneclaw Totem, 3, Shaman, Ability—Elemental, Earth Totem (1), 5 Health
    Ongoing: Opposing heroes and allies can attack only Stoneclaw Totem if able.

    When a hero or ally deals combat damage to Stoneclaw Totem, that character can’t ready during its controller’s next ready step.

    Tyrennius Scatheblade, 2, Horde, Ally—Blood Elf Paladin, 3 ATK (Holy), 2 Health
    Protector

    Warrior Training, 1, Warrior, Ability—Protection

    Attach to target friendly ally.

    Ongoing: Opposing heroes and allies can attack only attached ally if able.


     

    3. Inspire: [card]

    This is a keyword power that characters can have. It means:

    As each other player’s ready step starts, you may ready an exhausted [card] in play you control.

    This doesn’t use the chain and happens at the same time that the other player readies his or her cards in play.

    Example: You have two Vindicator Kaldels and one other ally in your party. All of them are exhausted as you end your turn. As the next player readies his or her cards in play, you may ready up to two of your exhausted allies because you control two cards with inspire: ally. This doesn’t use the chain.

    Vindicator Kaldel, 2, Ally—Draenei Paladin, 3 ATK (Holy), 2 Health
    Aldor Reputation (Can’t put Scryer cards in your deck.)
    Inspire: Ally (Ready one of your allies during each other player’s ready step.)

    4. Specific cards

    Anchorite Jaliah, 5, Ally—Draenei Priest, 2 ATK (Holy), 7 Health
    Aldor Reputation (Can’t put Scryer cards in your deck.)
    When an ally in your party is destroyed, Jaliah heals 2 damage from each hero and ally in your party.

    Jaliah’s destruction triggers her own power.

    Anders Blankheart, 2, Alliance, Ally—Human Warlock, 2 ATK (Fire), 1 Health
    Elusive
    If damage would be dealt with an ability you control to a hero or ally it’s attached to, that much +1 is dealt instead.

    Anders has received errata. The bold text above updates his printed text, and clarifies that it’s the ability attached to the character, not vice versa.

    Ardent Defender, 6, Paladin, Ability—Protection Talent
    Protection Hero Required
    Ongoing: Prevent all damage that would be dealt to your hero while it has 25 or more damage.

    If your hero has 24 or less damage and is dealt damage, this power doesn’t prevent any of it. Damage is prevented only if your hero already has 25 or more damage, in which case it is prevented completely.

    Barkskin, 1, Druid, Instant Ability—Balance
    Ongoing: Your ability, ally, and equipment cards can't be interrupted.

    A link is interrupted if all of its targets have become illegal as it tries to resolve, even if it “can’t be interrupted.”

    Blind, 3, Rogue, Instant Ability—Subtlety
    Target player can’t play cards this turn.

    That player can still propose attacks, use powers, complete quests, and place resources as usual.


     

    Blinky, 7, Hunter, Instant Ally—Warp Stalker, Pet (1), 7 ATK (Melee), 5 Health
    (3) >>> Remove Blinky from the game and put a warp counter on him.
    (3), Remove a warp counter >>> Put Blinky into play. Use only if Blinky is removed from the game.

    Blinky enters play ready and without damage, because all counters (including damage) are removed from a card as it changes zones.

    Blood Knight Tarae, 6, Horde, Ally—Blood Elf Paladin, 3 ATK (Holy), 7 Health
    Protector

    (1) >>> Remove target ability card in a graveyard from the game. If you do, Tarae heals 1 damage from target hero or ally.

    This power requires two targets, and so its effect is not interrupted if only one becomes illegal in response (but no damage is healed if the ability card becomes illegal because the “if you do” fails.) It can be used even if all characters in play have no damage or can’t be healed.

    Cheat Death, 2, Rogue, Instant Ability—Subtlety Talent
    Subtlety Hero Required

    Remove your hero from the game. As your next turn starts, put it into play flipped the same way and with the same damage. (You can’t play cards while your hero is removed.)

    Your hero enters play ready at the same time you ready your cards. Each card that was attached to your hero is put into its owner’s graveyard as your hero leaves play, and they don’t reattach as it returns to play. While your hero is removed from the game:

    ·         It’s not in play, so it can’t attack, exhaust, flip, or be attacked, targeted, or have damage dealt to or put on it.

    ·         You can’t play cards, but can still propose attacks with allies, complete quests, and place resources as usual. You can’t use hero powers, but you can still use powers that refer to your hero.

    ·         Anything looking for the orientation of your hero or the amount of damage on it refers to the orientation and amount it had as it left play.

    Demon Hide Spaulders, 3, Armor—Leather, Shoulder (1), 1 DEF
    [Activate] >>> Each of your weapons has +1 ATK this turn.
    [Activate] >>> Each of your armor has +1 DEF this turn.

    Each time you activate Demon Hide Spaulders, you must specify which power you’re using. You can’t use both powers with the same activation.

    Double Barrel, 1, Hunter, Instant Ability—Marksmanship
    Ongoing: Your hero has Ranged dual wield. (Can have a second Ranged weapon. Can strike with a second Ranged weapon during the same combat.)

    The controller of a hero with Ranged dual wield can have two Ranged weapons without violating uniqueness, and can strike with two Ranged weapons per combat. If a player strikes with multiple weapons in the same combat, the combat damage is associated with all of those weapons.

    The controller of a hero with (normal) dual wield can strike with two Melee weapons per combat. The controller of a hero with both powers can strike with two Melee or Ranged weapons per combat, but can’t strike with both a Melee weapon and a Ranged weapon during the same combat.


     

    Dreamstate, 5, Druid, Ability—Balance Talent
    Balance Hero Required

    Ongoing: When you play a Balance ability, draw a card.

    Playing Dreamstate doesn’t trigger its own power.

    Falling to Corruption, Quest
    Destroy two of your resources and pay (1) to complete this quest.

    Reward: Draw two cards.

    You can pay costs in any order that allow all of them to be paid. So you can exhaust Falling to Corruption to pay (1), and then destroy it as one of the two resources you must destroy to pay its completion cost.

    The Formation of Felbane, Quest
    Pay (7) to complete this quest.

    Reward: Reveal the top four cards of your deck. Put a revealed ability, ally, equipment, and quest card into your hand and the rest on